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(+1)

Yeah, if time permits I probably will work on it some more, thanks.

(1 edit)

By the way, is there some way to save each terrain splat painted layers to a texture map, sort of like alpha mask texture per file?

(+1)

Not in this tool. But notice the trees tweaking utility comes with source, including the B3D saving part.

Here I use a feature of copperlicht / webGL that allows to have two textures on one single mesh, whereby the mesh's vertex alpha value determines the visibility of the "top" texture. Additionally Vertex-RGB is used to taint seaground and add diffuse shade under trees.

(+1)

I see, thanks for the info.